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PSU: We Hate Your Outfit
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2013-04-02, 02:38 AM | [Ignore Me] #17 | |||
Major
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Basically it would "infect" any enemy or ally who isn't a MAX within the blast Radius with a Status effect that slowly grinds away at their health and ONLY their health. It's also "contagious" spreading the effect to anyone who gets within a certain radius of an infected. It would probably only do about a half a normal health-bar of Damage over thirty seconds, but it would be a great way to thin out AND weaken Infantry Blobs. Yeah that would actually be pretty damn useful, since regular 'nades have a tendancy to bounce or fly through things... |
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2013-04-02, 02:53 AM | [Ignore Me] #18 | ||
Sergeant
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Id like to see medics get different type of "Packs" on their bck. they have an AoE healing one right now. How about one that recharges shields on a minute cooldown? One that AoE overcharges health to +200?
These seem alot more feasible than poison or DoTs. Medics already have good offense. But as we saw in alpha footage, they considered adding poison gas weapons in the past (Liberator used to have a poison gas cannon). |
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2013-04-02, 03:34 AM | [Ignore Me] #19 | ||||
Major
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Yes, they primarily thin out and weaken Infantry Blobs, but its how the infected react to their condition that really spices things up. For instance, say an infected defender runs back to a spawn room to get healed. His stupidity has now weakened the entire bases defense, possibly exponentially if infected continue to stand in the spawn. The opposite however is possible, with smart players suicidally charging the enemy when infected, turning this weapon of biological warfare back on those who originally used it. |
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2013-04-02, 10:29 AM | [Ignore Me] #21 | |||
Sergeant Major
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It has the frontline role that justifies more emphasis on its combat abilities. Think along the lines of the medic from Global Agenda; I know, a totally different beast. But that game managed to make every class just as scary as an individual damage dealing force. Robotics can tear everything to shreds with its turrets, Assault has heavy weaponry of all sorts, Recon is an expert at stealth and wields powerful rifles and explosive devices, and most importantly, Medic has the ability to release toxins into the air and poison enemies with his knife, both of which can nearly kill his enemy. In a grand scale war like planetside, I think it would be cool to give a certain fear factor like this to combat medics, making enemies think twice before engaging them, and giving them unique damage-dealing power towards opponents. |
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2013-04-02, 10:34 AM | [Ignore Me] #22 | ||
Colonel
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I think a medic should be able to apply temporary buffs. An example would be give a "shot" to a heavy assault and for the next five minutes or so he can run 10% faster.
This kind of temporary buff system could add a lot of value and imo some more depth to the cm playstyle. |
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2013-04-02, 12:53 PM | [Ignore Me] #23 | |||
Sergeant Major
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I think it would be a great option. It could allow the combat medic to choose between an array of unique effects to apply to themselves and their teammates, giving them a unique edge based on the buff they choose. It would make the class more versatile and, undoubtedly, more fun. Definitely a better option than giving them six different ways to do the same task: healing. I could imagine quite a few buffs being implemented without necessarily overpowering the class, but certainly giving it more capability to, when necessary, provide itself and its squad with a temporary enhancement to their abilities. Some of these buffs could be, as mentioned, a speed buff, maybe a shield buff, health buff, accuracy buff, etc. It would make the class much more dynamic and emphasize its front-line orientation. |
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2013-04-02, 02:48 PM | [Ignore Me] #24 | ||
Sergeant
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Medics are already strong, or maybe its because I play more than the average bear. I can think of lots of cool things to give them but will quickly lead to the realm of OP.
I guess as each class is reviewed giving medics additional stuff is ok if everyone is going to get more stuff as well. I just don't want time to kill to decrease. It should increase if anything. That means more defensive buffs. Temporary health increases isn't a bad idea, especially if there's a "hangover" afterwards. I wouldn't mind seeing "luxury" certs added to each class. 2000 points for a 3rd brick of C4 for example, or for even more shielding. The only medic ability that's really lacking is the regen in vehicle thing. Its pretty lame. I'd rather have additional options to put in that "slot", if it can be considered a slot, of equally lame utility, but at least I get to pick and choose from. Again, giving an actual "good" additional ability could lead to overpoweredness for medics unless everyone is getting more stuff. Last edited by Boildown; 2013-04-02 at 02:57 PM. |
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2013-04-02, 03:29 PM | [Ignore Me] #25 | |||
Someone mentioned run speed stims, I think that would be cool. Biological effects are generally a good thing. I'd want the stims to be a purchasable consumable, though cheap with a xp payoff for kills by the person who's been boosted. I'd really like to see a reworking of the basic heal mechanics to allow for greater adaptability based on squad composition. Different ways to heal that have different advantages and drawbacks. |
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2013-04-02, 03:45 PM | [Ignore Me] #26 | ||
Sergeant Major
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Medics are strong with respect to their ability to support their team, but as an individual unit, not so much. Yes they can heal themselves, which is useful to an extent, but the AOE heal is more-so intended to be used in groups. Any soldier can carry up to 4 medkits with them, more than enough to support their lifespan.
The only thing a medic has going for him otherwise is his assault rifle, which is an undoubtedly powerful weapon, but he can't fly, or put up an overshield, or set up turrets, or cloak. Giving him medkit-like stimulant injectors would allow him to overcome enemies and adapt to situations by temporarily increasing his abilities. It seems like a cool idea to me. But really, there are numerous possibilities that would fit the medic's role. Aside from the buff-injectors, other things, such as maybe a colored force-field riot shield kind of deal, removing the ability to carry weapons but allowing the player to move safely across open ground, whether to navigate the battlefield or reach a downed soldier. Also as mentioned above, biological grenades. It would all still force the class to sacrifice. A buff-injector could come at the cost of a utility slot. The riot shield-like tool could replace the ability slot. Either way, it's a trade off, and would not make the class overpowered. Biological grenades would, obviously, take up the grenade slot. It all comes at a tradeoff, which ensures that the class will not become overpowered. It just allows the player to spec the class out more to their liking. Using the shield removes AOE heal, using stimulant injectors removes any anti-vehicle capability (C4). Last edited by Palerion; 2013-04-02 at 03:46 PM. |
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2013-04-02, 04:15 PM | [Ignore Me] #28 | ||||
Sergeant
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That said,
Last edited by Boildown; 2013-04-02 at 04:19 PM. |
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2013-04-02, 05:14 PM | [Ignore Me] #29 | ||
An "infantry wrecking ball"...eh...I don't want to characterize it as bad but it's mostly not as good as LA/HA are at killing things.
Yes, the AR is better than the carbine. Better than the LMG? Sometimes, maybe. But, without the Jetpack and manuverability, they can't C4 things particularly well, and that's all the AV they get. Maneuverability has similar effects on shotgun usefulness. The AOE/self heal is good when you're fighting a more fleeting hit-and-run sort of thing, but the personal shield outclasses for general survivability, given medikits. It's a good class and certainly a big multiplier of the effectiveness of groups. But it's really not more effective at shooting stuff than anything else is. Besides simply new and interesting ways to heal, Or troll, in the case of pain-fields, why not solidify their de facto "Medium Assault" role a bit and let them drop the AOE/self heal for light AV (so more of anti-max) tools - LAW equivalents. I think that's key for enhancing the "combat" aspect: sacrificing the self heal for more power.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2013-04-02, 05:21 PM | [Ignore Me] #30 | ||
Sergeant Major
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The medic doesn't need any buffs to its combat capability. It's already a member of the "holy trinity" of the classes that are required to win battles: Medic/Engineer/Heavy Assault.
If any classes need buffs to become more than just the niche/farm classes, it's the LA and Infiltrator. |
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